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Validation of two game experience scales: The Player Experience of Need Satisfaction (PENS) and Game Experience Questionnaire (GEQ)

机译:验证两种游戏体验秤:需要满足的球员经验(笔)和游戏体验问卷(GEQ)

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摘要

Accurate measurement of the player experience in videogames is key to understanding the impacts of videogame play, designing and developing engaging videogames, and effectively applying game design principles in other fields. A large number of player experience questionnaires are available, but in most cases empirical validation of the scales is limited or absent. Two of the most commonly used scales are the Player Experience of Need Satisfaction (PENS) and the Game Experience Questionnaire (GEQ). Both scales were developed using a rational theoretical approach, but neither scale has had formal factor-analytic studies published, limiting our capacity to judge the empirical validity of the scales. We present detailed exploratory and confirmatory factor analyses of both scales based on responses from a sample (n = 571) of videogame players. The GEQ is partially supported (using a revised factor structure); the PENS is largely supported (with a more minor revision of the factor structure). We provide suggestions for the most effective use of both scales in future research.
机译:准确测量视频游戏中的玩家体验是了解视频游戏播放,设计和开发吸引视频游戏的影响,以及有效地应用其他领域的游戏设计原则的关键。有大量的玩家体验问卷是可用的,但在大多数情况下,尺度的实证验证是有限的或不存在的。两个最常用的尺度中的两个是需要满足(笔)和游戏体验调查问卷(GEQ)的玩家体验。两种尺度都是使用理性理论方法开发的,但既不具有正式的因素分析研究,限制了我们判断规模的经验有效性。我们根据来自视频游戏玩家的样本(n = 571)的响应,详细介绍了两种尺度的详细探索性和确认因素分析。完全支持GEQ(使用修订因子结构);钢笔很大程度上支持(具有更小的因子结构修订)。我们为未来研究中最有效地使用两种尺度的建议提供了建议。

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